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gameenginz8

5 karma · joined August 3, 2020

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gameenginz8··on Making Advanced GUI Applications with Godot
The overhead and complexity of a dozen different IDEs, JS frameworks, 4 browsers, 2 mobile phone platforms, etc etc is less complex?

In a day to day engineering perspective it’s all a mess of abstraction and indirection anyway?

If we’re going to optimize ONE stack, I’d prefer the one with all the optimized rendering and input mapping, rather than hacking that all into a bloated document parser like we’re hacking into a browser?

IMO that is textbook functional fixedness.

gameenginz8··on Making Advanced GUI Applications with Godot
I’ve often wondered why more desktop software and data analysis stuff isn’t written in something like Unreal.

- optimized across platforms - optimized net code libs - modal collaboration tool: build in blueprints or code (basically web components before web components) - advanced visualization - source control integration - the frontend can be backend language agnostic, swap C++ for Rust over time - no web assembly needed - heavily polished ergonomics and UX - custom input map support is robust, tools can have their own keymap (we aren’t secretaries!)

The tech world at large is really addicted to the toolkits of the wrong companies, IMO

Apples “pro” dev tool in Xcode feels like a boring business tool.

Once closed desktop tools are now free for development with a market for making money now. Godot is just as open as Visual Studio or Firefox, minus the DOM, JavaScript, etc.

Cloud infra and micro services can still be what they are, all the usual safety features.

Web/mobile development landscape just feels bloated and insane compared to building once in Unreal or Godot and outputting to multiple platforms like the game engines are doing.